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Sphere blades are warriors who take the path of the Spell-sword, but to a much different nature than that of arcane or divine origins. With the blessings of fiends, or perhaps having wrested the power from them with force, these unique individuals are able to call on the powers of the Fiendish "Spheres" in order to amplify their natural abilities, and supplement their swords with infernal magic.

Sphere Blades rely on their combat abilities to make their way in the world. Whether they lean more towards good ol' steel and brute force, or towards the magic of their infernal benefactors, is a personal decisions. No matter which path is taken, they are still a force to be reckoned with.

A Sphere Blade can fill a number of a roles in a party, able to be the "Pinch-hitter" in case any particular power is lacked on his/her party's team, depending on the spheres, weapons, and armor that they specialize in.

Abilities: The Spheres that a Blade takes make up a large portion of the class, as well as shape the abilities needed. For the character who takes extremely offensive spheres, more supportive abilities, such as Charisma or Intelligence to boost skills, may be more applicable. For those who take spells as a secondary measure, Strength, and perhaps Dexterity and Constitution, are the more important abilities.

Races: Lower Planar races, such as Infernal or Abyssal entities, are the originators of the Sphere Blades, the use of their spheres in battle being of prime use to them. This makes them prime candidates for the class. Other classes, even those of other planes, are still able to take the class, but it is unlikely to find many other Blades who are of the upper planes, as wielding the spheres requires a link to the fiendish magic.

Alignment: Any; Lawful Good characters are less likely to adapt fiendish magic into their own abilities, however. Evil characters are more likely, on the other hand.

Weapon and Armor Proficiency: Sphere Blades are sufficient with Longswords, Shortswords, Daggers, Greatswords, Bastard Swords, and Double-bladed Swords, as well as Light and Medium armor, and Shields.

Spheres: At each third level (3rd, 6th, 9th, etc.), a Sphere blade may choose to take one new Sphere, or build upon their access to one that he/she already has access to. By default, all spheres that are newly gained by the Sphere Blade are granted with 'Basic' access, until raised by another opportunity, or by other means, such as equipment or in-game situations. The rate of progression is Basic, to Greater, to Expert.

Spherical Focusing: A Sphere Blade handling his chosen sphere's magic is able to play favorites: After designating a sphere to be 'Focused', he is able to cast from that sphere as if he were effectively two levels higher than he truly is, affording him one spell from that sphere that he normally could not use. After the Sphere is designated, it cannot be changed.

'Greater' and 'Supreme' Spherical Focusing, gained at the sixth and eleventh levels, respectively, affords the Sphere Blade a second and third focused Sphere of his/her choice, but at a detriment: For each focused Sphere above one, all non-focused spheres are cast from as if the caster's character level were one lower than it actually is. This means that with two Spheres focused, a level 13 character could only cast spells available to a level 12 character out of unfocused spheres. Similarly, with three focused spheres, the same level 13 character could only cast spells available to a level 11 character from unfocused spheres. At the player's discretion, he may opt for a single bonus feat in place of each extension of Spherical Focusing.

Marked: A Sphere Blade is given the [Fiend] sub-type for as long as he is able to advance the class, or has access to it's abilities. Likewise, Detect Evil spells will be able to detect the Sphere Blade, regardless of his alignment, due to the fiendish powers of his class, which can work to the Sphere Blade's detriment, considering allies. On the other hand, they are capable of taking feats from The Tome of Fiends, representing the ways the power of the fiends augments or deforms their bodies.

Path of the Sword/Path of the Sphere: Beginning at the fourth level, the Sphere Blade begins to become more aware of the road he wishes to chooses, that of might and melee, or of fiendish magic. Much like how a Sphere Blade may build upon previous access to spheres, they may also build upon the path that they've designated for themselves. It is worth noting that a Sphere Blade can choose to traverse both paths, individually, but must start and progress from the first, no matter which interval it is picked on (Path of the Sword I and II at 4th and 8th levels, and then Path of the Sphere I at the 12th level, for example). Each time the Sphere Blade advances on a path they gain a fiendish trait. When a Sphere Blade advances a third time their appearance becomes so horrid that NPCs will react one step closer to hostile then they would otherwise on the NPC attitude table.

The Path of the sword imbues those who traverse it with certain abilities that make them more powerful in direct combat with melee weaponry, placing Spheres in a secondary importance, and hindering the effectiveness of enemies engaging them with spells of their own.

At the first level, the Path of the sword grants Weapon Focus of choice, Improved Critical, and +1 to the Sphere Blade's Base attack bonus, free. The Sphere Blade's skin becomes gaunt, black, and leathery. They take -2 on all Charisma based checks (except on Intimidate and demons and devils). This penalty is cumulative.

At the second level, the Path of the sword grants Weapon Specialization, and Combat Reflexes. The ears of the Sphere Blade become long and pointed, as do their teeth. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

At the third level, the Path of the sword grants the Spring Attack feat, and Awesome Blow, regardless of whether the character is large size or not. A Sphere Blade can use Awesome Blow against creatures of the same size. The Sphere Blades' fingers extend to twice their length and end in points. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

At the fourth level, the Path of the sword grants Great Cleave, +1 to the critical multiplier of any weapon equipped, and +1 to the threat range of the Sphere Blade's weapon, stacking with other effects, such as Improved Critical. The skin of the Sphere Blade begins to ooze a red slime. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

The Path of the Sphere imbues those who traverse it with certain abilities that make them more powerful in using the fiendish energies of the Spheres, making them more able in using spell-like abilities or interacting with magical devices than actual melee combat.

At the first level, the Path of the Sphere grants Enlarge Spell-like ability to all Focused Sphere-granted spell-like abilities, as well as +2 to ranged touch attacks. The Sphere Blade's skin turns to a brownish-green. They take a cumulative -2 on all Charisma based checks (except on Intimidate and demons and devils).

At the second level, the Path of the Sphere grants Reach Spell-like ability to all Focused Sphere-granted spell-like abilities and Spell Penetration is applied to all spell-like abilities. The ears of the Sphere Blade become elongated and bat-like. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

At the third level, the Path of the Sphere grants Quicken Spell-like ability to all Sphere-granted spell-like abilities up to three times a day, at the Sphere Blade's discretion and a +2 bonus on concentration checks. The Sphere Blade grows claws and their teeth become pointed. They take an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

At the fourth level, the Path of the Sphere grants Maximize Spell-like ability to all Sphere-granted spell-like abilities up to three times a day and Empower Spell-like ability to all Sphere-granted spell-like abilities up to three times a day. These effects can not be used simultaneously. The Sphere Blade also grows a long tail that has no in-game effect other than an additional -2 on all Charisma based checks (except on Intimidate and demons and devils).

Champion of the Sword: This is only gained if all four levels of "Path of the Sword" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade that is devoted to the Sword, any weapon they wield is treated as a single size category larger than normal. They also gain the ability to wear Heavy Armor, if they do not already have it. In addition, they also gain Greater Weapon Focus and Greater Weapon Specialization with a weapon of choice. The Sphere Blade gains a final trait of the fiends their power comes from, a curved horn that sprouts from the back of their heads. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a demon, NPCs will react two steps towards hostile on the NPC attitude table.

Champion of the Sphere: This is only gained if all four levels of "Path of the Sphere" are taken at the appropriate levels. Upon gaining this level of experience as a Sphere Blade, devoted to the Sphere, the character gains the ability to apply all of the metamagic feats granted by this class thus far to every spell-like ability they have, from any sphere, as well as increase the limits of III and IV feats to five times a day. They also remove the penalties to sphere level caused by "Spherical Focus". As the final fiendish mark, short, ineffective barbs sprout from the Sphere Blade's legs, arms, and tail, while their hair is replaced by a mass of longer barbs. They take an additional -4 on all Charisma based checks (except on Intimidate and demons and devils). Since they look so much like a devil, NPCs will react two steps towards hostile on the NPC attitude table.

Sphere Blades, as far as their place in communities and courts go, are a rarity. More often, they are shunned because they delve into the powers of the fiends, or, on the opposite extreme, sought after far too enthusiastically because of those same abilities. They maintain a low profile, but are not afraid to call attention to themselves for important matters.

Religion: Sphere Blades may or may not be inclined to worship any particular god, but it's possible that their link to the fiends could be traced back through a pact with some Infernal gods, as well. It truly depends on alignment and background.

Other Classes: Other classes view Sphere Blades with a mixture of envy and distrust, from afar. This stems from the potential within them. Depending on the choices that a Sphere blade makes, they can match the strongest of warriors, or counter spells with wise sages, or even straddle the middle-road between them. This feeling is natural, but it can also be dissolved, as Sphere Blades are like every other person: Unique, and their powers are only as good as the way in which they are used.

Combat: Sphere Blades are the "Go-to guys" for the extra slot in a party. They can generally, at low level, fill a small spellcasting slot, but more effectively with spell-like abilities, or go head-on and deal damage to enemies in melee combat. At higher levels, specialized Sphere Blades expand on these abilities, becoming more and more powerful depending on the choices made, though can also continue being the "Fill-in-the-blank" role of party member, at the cost of power.

Advancement: Sphere Blades find it hard to advance in many professions and other classes, but tend to drift towards other classes alike to their specializations in Sphere Blade abilities.

They say he's a Sphere Blade or something. He uses the cursed power of fiends. Best keep your distance: Anyone making deals with devils isn't someone to linger around

”

—Gestalt, Bartender

Daily Life: Sphere Blades usually disguise themselves as either Fighters or extremely talented Wizards, simply to get away from the idea of being hounded for their abilities. Thus, they can usually be found performing any of the same functions as Fighters and Wizards, from mercenaries to teachers. Some societies accept Sphere Blades, as well, lending them some extra opportunity.

Characters with ranks in Knowledge:The Planes, or Knowledge: Arcana can research Sphere Blades to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge:The Planes, Knowledge: Arcana

DC

Result

5

Sphere Blades are warriors who draw upon the powers of fiends, often through pacts or rituals, sometimes even worship. They are generally associated with taboo arts, but not necessarily evil.

10

Sphere Blades utilize the powers of fiends in a unique way: Emulating the abilities of fiends as if they were their own. This makes their use of magics very sought after.

15

Sphere Blades once were praised as heroes and artisans, as the unique powers they were able to possess made them capable of great things. Many were nobles up until a particular calamity.

20

The calamity that caused Sphere Blades to become a marked people nowadays stems from one particular Sphere Blade, who made a pact with a greater fiend from the Infernal Plane in order to obtain his power. Supposedly, he killed all residents of three villages in order to incite such a pact.